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Everything posted by mewse

I contributed those old status bar numbers but I didn't make them. I got permission from the creator which I'm pretty sure was Chrozoron which matches up with HR2.
http://doomwiki.org/wiki/Hell_Revealed_II
So I probably took the assets from the beta..

You've spent a lot more time creating midis than me so you might already know this, but I'll say it anyway:
Vanilla doom didn't support midi format music, it was called mus format. I think Boom integrated a util called mid2mus into the engine so that you could put actual midi files into the wad rather than running the conversion then putting in a mus lump.

Freedoom chose the BSD license so that people could use parts of it, even in commercial projects, without worrying about copyright infringement. This does cause consternation sometimes but I'm personally fine with it.

An enterprising Palm Pre hacker by the name of Sargun has gotten the PRBoom codebase to run successfully on the newly available device. There is a YouTube video embedded in his blog post showing the Pre running the port with Freedoom resources.

An enterprising Palm Pre hacker by the name of Sargun has gotten the PRBoom codebase to run successfully on the newly available device. There is a YouTube video embedded in his blog post showing the Pre running the port with Freedoom resources.

In anticipation of the GPL release of Doom 3 code, hopefully soon, I sent a note to John Carmack asking if the Creative Labs patent would still be an issue:
I believe you've said publicly that you are planning a GPL release of the Doom 3 source code, but I remember around the time the game was launched you had Creative holding a patent on the shadows algorithm, and you assuaged them by including support for EAX. Is that still causing problems?
His response:
When we release the code (no date set), anyone that uses it would potentially be infringing. There are workarounds at a modest performance cost.
I think this means that id would have to use GPLv2 rather than v3, but I haven't really read deeply about the new patent clauses in GPLv3.

In anticipation of the GPL release of Doom 3 code, hopefully soon, I sent a note to John Carmack asking if the Creative Labs patent would still be an issue: His response: I think this means that id would have to use GPLv2 rather than v3, but I haven't really read deeply about the new patent clauses in GPLv3.

well, we can hope for one of the following:
a) creative ignores people hanging out in their basement hacking the doom 3 code. i have NO idea how likely this is. i haven't heard of creative sending "cease and desist"s to tenenbaum or darkplaces, both of which have d3-style shadows.
b) one of the workarounds that carmack alluded to are easy to implement and a drop-in replacement that can be set with compiler defines so if creative DOES throw their weight around, it will be a matter of flipping a switch to comply with their demands.

Binary patching for arbitrary data seems to be one of those things that gets commercialized as soon as someone comes up with something good, especially for windows.
I did some googling and the best freely available stuff is probably binary diff but it doesn't really meet the requirements.
edit: Hmm.. with a djgpp-compiled version of xdelta, the touch util from this page, and some batch files, something workable could be created.
edit again: I could possibly write a patcher, compiled with djgpp, that would use xdelta. Then it would work with DOS.